Files
XCEngine/tests/RHI/unit/test_shader.cpp
ssdfasd 6bbd35873b test: Update RHI unit tests to use CreateShader API
Rename CompileShader to CreateShader in all RHI unit tests:
- test_command_list.cpp
- test_compute.cpp
- test_shader.cpp
2026-03-25 19:01:59 +08:00

143 lines
4.9 KiB
C++

#include "fixtures/RHITestFixture.h"
#include "XCEngine/RHI/RHIShader.h"
#include <cstring>
using namespace XCEngine::RHI;
TEST_P(RHITestFixture, Shader_Compile_EmptyDesc_ReturnsNullptr) {
ShaderCompileDesc desc = {};
RHIShader* shader = GetDevice()->CreateShader(desc);
EXPECT_EQ(shader, nullptr);
}
TEST_P(RHITestFixture, Shader_Compile_ValidVertexShader) {
ShaderCompileDesc desc = {};
if (GetBackendType() == RHIType::D3D12) {
desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
desc.entryPoint = L"MainVS";
desc.profile = L"vs_5_0";
} else {
desc.sourceLanguage = ShaderLanguage::GLSL;
static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
desc.source.assign(vs, vs + strlen(vs));
desc.profile = L"vs";
}
RHIShader* shader = GetDevice()->CreateShader(desc);
if (shader != nullptr) {
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
}
TEST_P(RHITestFixture, Shader_Compile_ValidFragmentShader) {
ShaderCompileDesc desc = {};
if (GetBackendType() == RHIType::D3D12) {
desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
desc.entryPoint = L"MainPS";
desc.profile = L"ps_5_0";
} else {
desc.sourceLanguage = ShaderLanguage::GLSL;
static const char* fs = "#version 430\nout vec4 c;\nvoid main() { c = vec4(1,0,0,1); }";
desc.source.assign(fs, fs + strlen(fs));
desc.profile = L"ps";
}
RHIShader* shader = GetDevice()->CreateShader(desc);
if (shader != nullptr) {
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
}
TEST_P(RHITestFixture, Shader_GetType_VertexShader) {
ShaderCompileDesc desc = {};
if (GetBackendType() == RHIType::D3D12) {
desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
desc.entryPoint = L"MainVS";
desc.profile = L"vs_5_0";
} else {
desc.sourceLanguage = ShaderLanguage::GLSL;
static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
desc.source.assign(vs, vs + strlen(vs));
desc.profile = L"vs";
}
RHIShader* shader = GetDevice()->CreateShader(desc);
if (shader != nullptr) {
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
shader->Shutdown();
delete shader;
}
}
TEST_P(RHITestFixture, Shader_GetType_FragmentShader) {
ShaderCompileDesc desc = {};
if (GetBackendType() == RHIType::D3D12) {
desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
desc.entryPoint = L"MainPS";
desc.profile = L"ps_5_0";
} else {
desc.sourceLanguage = ShaderLanguage::GLSL;
static const char* fs = "#version 430\nout vec4 c;\nvoid main() { c = vec4(1,0,0,1); }";
desc.source.assign(fs, fs + strlen(fs));
desc.profile = L"ps";
}
RHIShader* shader = GetDevice()->CreateShader(desc);
if (shader != nullptr) {
EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
shader->Shutdown();
delete shader;
}
}
TEST_P(RHITestFixture, Shader_GetNativeHandle_ValidShader) {
ShaderCompileDesc desc = {};
if (GetBackendType() == RHIType::D3D12) {
desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
desc.entryPoint = L"MainVS";
desc.profile = L"vs_5_0";
} else {
desc.sourceLanguage = ShaderLanguage::GLSL;
static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
desc.source.assign(vs, vs + strlen(vs));
desc.profile = L"vs";
}
RHIShader* shader = GetDevice()->CreateShader(desc);
if (shader != nullptr) {
void* handle = shader->GetNativeHandle();
EXPECT_NE(handle, nullptr);
shader->Shutdown();
delete shader;
}
}
TEST_P(RHITestFixture, Shader_Shutdown_Invalidates) {
ShaderCompileDesc desc = {};
if (GetBackendType() == RHIType::D3D12) {
desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
desc.entryPoint = L"MainVS";
desc.profile = L"vs_5_0";
} else {
desc.sourceLanguage = ShaderLanguage::GLSL;
static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
desc.source.assign(vs, vs + strlen(vs));
desc.profile = L"vs";
}
RHIShader* shader = GetDevice()->CreateShader(desc);
if (shader != nullptr) {
EXPECT_TRUE(shader->IsValid());
shader->Shutdown();
EXPECT_FALSE(shader->IsValid());
delete shader;
}
}